Tugpsx wrote:@t_3 Thanks for the awesome settings. the technique i uded dated back to the begining of Octane and some steps have been greatly improved.
Using the DAZ2Octane plugin some surface information carry over so it will make it easier in some cases.
took me one or the other hour to find a usable setting, maybe not the best around, but it looks nice in most setups. still it is often needed to mix texture sets, because many of them use pupil textures with "included" reflections. of course this might conflict with "real world" reflections appearing on the eye, if a nice light setup is used. would be possible to edit them reflections out in photoshop, but of course it is easier to use a set without reflections. also there are a lot sets, which have some sort of shading applied, darkening the upper half of the sclera/pupil. these are also no good, because octane is (of course
) able to produce the shadows where they belong to be
in the end i often use the v4 hi maps for all opacity slots, and also scleara bump & diffuse because they are very well balanced.
here are a few screens of an actual setup, to give you a little more idea about it...
lacrimal - to be honest, this is pure overkill; a simple glossy mat would be more than sufficient:
sclera - specular/sss-glossy mix mat. here it pays off to throw in a little complexity (most important part of the eye imo):
iris/pupil - a simple diffuse mat works best imo, glossy would also be ok; just depends on:
cornea - glass-like specular mat with the needed opacity map (standard m4/v4 is usually the best):